Double-post, but it's another travelogue/feedback dump and I'm not 100% sure it'd fit in an edit to the last post. Also too lazy to actually check, ahaha! Incidentally, if anyone knows exactly how extra equipment slots work, I'd still love to hear about it, heh. Bit shorter, I think, but still...
phase in would be great for the phasing mutation...
Some kind of... tag, mark, whatever. You can put on corpses/food to squelch autoeat on that specific one would be great. Is mildly annoying to be, say, carting around a salthopper corpse waiting until you pick up masterful butchery, only to find somewhere between getting the corpse and the skill the automation decided to eat the corpse.
... the tile directly below the entrance to redrock's underground -- i.e. on the stairs up tile on level 1 -- is a shrine to Khuukht, the Harcheshan Sorrow. Um...
Thought: Give projectiles or certain enemies textual sound effects ("You hear a fwump"), either only when you can't see them, or just always. Early game it's real easy to be moving around thinking those incoming dots are seed spitters, only to get one-shot by a slugsnout. Secondary thought would be for sounds to at-baseline just be a sort of volume thing (though seeds would still be quieter than slugs, hopefully; quiet noise, noise, loud noise, very loud noise, etc.), with wayfaring wilderness lore making appropriate things more detailed (fwump, hiss, crackling, etc.).
Today I learned: Eyeless crabs have equipment slots. This includes the ability to wear things like battle axes, chain mail, and portable beehives. The mental image of that is terrifying. Giant armored crab coming over the horizon, waving a battleaxe around and enshrouded in a haze of bees.
... also, it'd be great if we had a bit more control over beguiled critters equipment choices. Trade access is great, but you can't see what they actually can wear, and if they're using something you'd rather they didn't it can be difficult to get them to stop. I didn't think the beehive would work. I want my honey back ;_;
A round of phasing and grit gate donates carbide plate mail and a carbide hammer to my giant crab. Also foisted a nylon backpack onto the thing and got my unwearable (character has wings) beehive back.
... bump the points up one or two and let slime glands level? Level or two into it, let you walk on slime without slipping. Handful more, turn it into acid slime or whatev'. Alternately a stilt foot mutation, nixes foot slot in exchange for being unaffected by any ground based liquid effects (either period, or under a certain size, possibly with levels increasing the possible depth). Maybe slow your movement down a bit or reduce DV or somethin'. I'd love to have something easily(ish) accessible that makes it so Js are not massively annoying but otherwise functionally harmless.
Failure message for autoexplore would be great. Knowing why it's not working would be a pretty serious boon. Conceptually somewhat abusable, but it wouldn't do that much more than the failure already does, just let you know whether it's a bug or somethin'. Might be a debug command I missed that does that, but in general would be nice, too.
How to kill slumberling at level 5, with at-best iron weapons, all of 2 AV, no weapon proficiencies, and without going further than two tiles from it at any point: Beguile a knollworm, aggro the slumberling, and then pillar dance around the worm while the slumberling is murdered as it tries desperately and fails to get on the right side of your worm to kill you.
Huh. Just completed the redrock quest... while poking around ruins two or three tiles west of joppa. Did run into a girshling and nabbed its corpse, but I was very much in the wrong place, heh.
Idle thought: Creatures that have butcher options (or just plain drops) that wouldn't actually kill the creature to lose could maybe stand to have a way to get them to pony it up, if they're beguiled (or legendary or somethin' and is somehow capable of trade). Kinda' weird I had to murder a glowmoth to get a luminous mote, when I've got a glowmoth minion flapping around beside me and the description says it's just dust.
why are so many of you kindlethumbed DX (four or five flaming-hand mutated snapjaws sitting on top of one of the rustwells. That was mildly terrifying, ahaha. Also maybe it was kindlefingered? Kindle-something.)
sweet mother of the zeus the scorpiok can use missile weapons. It can't use gloves, or hats, or melee weapons, or as near as I can tell so far anything else except body armor (let's not get into what's going to happen if this thing lives long enough I start finding carbide+ plate mail), but you give this freaking thing an assault rifle and it goes right to town.
Oh unholy gods of radiation, I have given this giant scorpion a chaingun. What blasphemy hath I wrought!?
addendum: giant scorpions make very enthusiastic marksmen
they do not make very skilled marksmen
please stop shooting me, giant scorpion
"After disposing of all intoxicants in the camp and confirming that no hallucinogenic or otherwise perception imparing flora or fauna is inhabiting the area, experiments continue. Despite all we know of biology and kinesthetics, insectoid intelligence, weapon ergonomics, propositions of the existence of kind and loving deities, and the previous supposition of a reality on which sanity has some form of grip, the scorpioks stubbornly insist on demonstrating an apparently instinctive ability to use firearms. We still do not understand how they're reloading the rifles we dropped in the enclosure, even though we're directly observing them as they do so. Current suppositions include some kind of heretofore unencountered psionic ability and the machinations of trickster daemons.
Assistant Y had the bright idea of dropping that unidentified artifact down to see what would happen. Assistant Y no longer exists as a coherent entity. Also, the artifact was apparently a nullray pistol. The experiment showed that the scorpioks are entirely capable of manipulating ancient and advanced technology. Fortunately, despite being more capable of manipulating hypertech weaponry than most of my assisting cohort, they do not grasp the concept of shooting walls.
Let us all pray to whatever is listening they do not learn."
Y'know, you'd think if something with the quills mutation caught fire it'd be able to light other things on fire with the quills. Either when launched or as part of the retaliation effect. I don't think quillipedes actually need a buff, by any means, but it feels kinda' weird that this flaming thing's body is jamming into me and it's not capable of also setting me on fire. also, I'm not saying it'd be an amusing synergy with spontaneous combustion, but...
Eesh. If it's not already in and I just missed it, some kind of "consolidate water" command and/or automation option would be grand. Kinda' annoying to roll up to that pool of honey and find you've got three waterskins worth of water spread out among ten waterskins worth of waterskin.
... yeah, okay, I lied, the scorpiok hasn't got a chaingun, yet. Haven't found one. It is, however, currently a giant scorpion with a laser rifle, marginally less absurd than it was previously, when using an electrobow. Hard to tell if it's actually happening or just perception, but it seems a fair bit more accurate with energy weapons, for some ungodly reason.
Aaannnddd then killed by a rhinox. Fight had been going fairly well, even when it was hitting like x6 or x7 it was only doing ~13 damage per attack. Then I use a salve injector, and it hits me three times before I get to act again for 13, 81, and 16 damage. The attacks were all ~1.5x as accurate as the thing was previously managing, too -- from a high of 16 (and usually sub 13) to 19/25/21. Definitely looks like there's some mechanics for injector use I wasn't aware of, bleh. Maybe a warning/confirmation thing when you try to use an injector(/anything in your inventory that's not a recoiler) when hostiles are in LoS? Ah well. Chaingun scorpion will have to wait for another run, I guess.
E: Interesting note of arguable relevance. It turns out if you tell the game to random remaining stat points during character creation when you have substantially more than you should (like, say... five hundred or so >_>), the game will lock up pretty hard. CPU use maxes out, game turns unresponsive, can't exit normally, have to kill process. If I had to guess, I'd guess it's 'cause of trying to stuff in points that would bring every stat well over their allowed maximum. Not even sure if it's something that's
possible to encounter outside of modding or cheating, though, so, like. Importance or whatever is probably next to nil, ehehe. Still, figured I'd mention it just in case it wasn't already known behavior.
E2: How to Make Bad Decisions, Caves of Qud Edition: Volume 1: Giving the Snapjaw a Flamethrower.
Chapter 1: What could go wrong?
Chapter 2: Oh god, my everything is on fire!
Chapter 3: It burns but does not consume.
Chapter 4: Why am I not dead!?
Epilogue: Sweet merciful gods of death grant me release.
Post-script, written by the merciful gods of death: "No."